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Aid

Summary

Aid is a Dungeon World basic move that allows one character to help another with their action. The move is executed by rolling 2d6 and adding the number of Bonds the helping character has with the character being aided. On a result of 10+, the aided character receives +1 to their roll with no drawback. On a 7-9, the aided character gains +1 to their roll, but the helper exposes themselves to danger, retribution, or cost. A critical mechanical limitation is that only one person can aid on any given roll in Dungeon World. This bond-based teamwork mechanic reflects the strength of relationships between characters while introducing tactical risk-reward decisions and demonstrating one of Dungeon World's core design principles: collaborative play where characters can meaningfully support each other's actions through the bond system.

Details

The aid move functions as a cooperative action in Dungeon World's core mechanics. When a character wishes to help another, they must first establish the fictional positioning—describing exactly how their character is helping in the narrative. They then roll 2d6 plus the number of bonds they share with the target character. The result determines the outcome according to Dungeon World's standard resolution framework:

  • A result of 10 or higher is an unmitigated success, granting the aided character a +1 forward on their next action with no drawback to the helper
  • A result of 7-9 represents a partial success where the aided character gains +1 to their roll, but the helper exposes themselves to danger, retribution, or cost
  • A result of 6 or lower triggers a GM move

The mechanical foundation of the aid move relies on the bond system, making it more effective between characters who have established strong connections. This ties the mechanical benefit directly to the narrative relationships between characters, rewarding players who develop their character relationships through play.

The Aid Move requires narrative justification; the assisting character must be in a position where their help makes sense within the fiction. This can range from physical assistance to moral support. A character may also choose to refuse aid based on their character's principles or beliefs, demonstrating that the decision to aid or not aid can be a meaningful character choice rather than purely tactical optimization.

A key constraint of the Aid Move in Dungeon World is that only one person can aid on a roll. This prevents multiple characters from stacking bonuses and maintains game balance. Additionally, only characters actually present in a scene can provide aid, as clarified by Shawn during Session 4.

  • Retroactive Application: Aid can be applied after seeing the result of the roll being aided. As the GM clarifies: "If you aid after the fact, it still counts." This allows tactical flexibility, letting players attempt to rescue failed rolls rather than only committing to aid before the outcome is known.

  • Failure Consequences: On a failed aid roll (6 or less), the aiding character earns a point of experience through the game's "XP from failure" mechanic, but must face a consequence determined by the GM based on the fiction—the attempt to help might make things worse, expose the helper to danger, or create new complications.

History

Session 2

The aid move saw practical application in Session 2 during multiple encounters. When the party faced geese in combat, Vasso assisted Sucks. Vasso's player stated the intent clearly: "Vaso will absolutely help you because this is instinctual for dinner because this is, like his upbringing right there." The instinctual nature of the help reflected Vasso's background and connection to Sucks.

Vasso's player described the aid: "I go into the room and I spread myself really, really far," using Vasso's large wingspan to corral the geese and create an advantageous position for Sucks' attack.

When resolving the aid attempt, Shawn clarified the mechanics: "Yeah, you would roll 2d6 and then plus the number of bonds that you have with sex." Vasso rolled a 9, and with their bond modifier achieved a total result of 10. Shawn confirmed: "That's an unmitigated success. So sucks gets a plus one."

This successful aid granted Sucks a +1 forward modifier on their subsequent Hack and Slash attempt against the geese. This bonus proved crucial, turning what would have been a 6 (a miss) into a 7 (a partial success), demonstrating how the aid move translates character relationships into tactical advantages during combat encounters.

[In contrast, Monster refused to aid](timestamp://32555a5b-8a7b-4879-853e-9940d9d04107/00:00), explaining: "No, because I felt like I shouldn't aid Sucks because it seemed like sucks. Had no respect for nature." This refusal highlighted how the aid move can serve as a vehicle for character expression and moral positioning, not merely tactical optimization.

Later, during the party's stealth approach to the Underground Cavern Beneath Rex Tree, the Aid Move became relevant again. Vasso, motivated by personal investment, stated: "I can aid. Because I'm probably very interested now because I've heard that this is kind of like my family." Vasso rolled an 11 on the aid attempt, which became 12 when the bond modifier was applied. This exceptional aid roll provided enough of a bonus to elevate Cat's initial roll of 9 into the 10+ success range, ensuring the entire party's stealth approach succeeded without complications and allowing them to approach Katniss without alerting anyone to their presence.

Session 3

The Aid Move saw significant use during the Sniff Lord encounter. When Vasso needed to defend against an attack, Sucks attempted to aid by complimenting Vasso's physique to boost his morale. Sucks rolled 2d6 plus bond, getting a 1 and a 2 for a total of 3—a clear failure. One participant remarked, "That's not the best. That's definitely not great."

Later in the same session, Katniss successfully aided Vasso's attempt to throw a goose. The aid was described as "getting Monster to. By rubbing monster on the goose. So some fish oil gets on it." Shawn approved this creative approach and instructed the player to roll 2d6 plus bond. The result was a 9, which successfully granted Vasso the +1 bonus. This turned Vasso's original roll of 9 (a partial success) into a 10 (a full success).

When other party members attempted to provide additional aid, Shawn reinforced the mechanical limitation: "Unfortunately, only one person can aid on a roll."

Session 4

The aid mechanic was utilized during the parlay with the novelty goods shopkeeper, where Safia assisted Sucks in negotiating the exchange of goo. Safia offered to aid with the statement "I can aid you" and achieved a 10+ result, providing a bonus to Sucks's action and helping to secure a successful outcome in the negotiation. During this scene, Shawn clarified that only characters actually present in the scene can provide aid, establishing the spatial and narrative requirements for using the aid mechanic in the campaign.

Episode: "Session 5"

The Aid move sees significant use during the party's combat with the Gordian, demonstrating both its retroactive application and its potential consequences.

Safia first uses the move to help Cat with a called shot. When Cat's initial roll results in a 6 (a complete failure), Safia offers assistance. The GM confirms that aid can be applied retroactively: "If you aid after the fact, it still counts." Safia climbs to the top of the cart and helps Cat up to gain a better vantage point, then rolls an 8—a partial success. This bonus improves Cat's roll from a 6 to a 7, turning the complete failure into a partial success and allowing the called shot to work, freeing Vasso from the creature's grasp.

Later in the same combat, Sucks (played by Abdul) attempts to aid Cat's next called shot through a creative method: spraying expired neon silly string on the Gordian to make it more visible and easier to target. Abdul rolls to aid but gets a total of 5—a failure. As a result, Sucks gains a point of experience but suffers immediate consequences: the Gordian grabs a pumpkin and "brings it down in an arc, like, over top and bashes you right on the top of the head," dealing 5 damage (rolled as 2d8). The two uses of Aid in this combat demonstrate the move's double-edged nature: Safia's successful aid turns defeat into victory, while Sucks's failed aid results in painful retaliation from the creature.

Last updated 8/23/2026

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